/Engine/Source/Runtime/GeometryCore/Public/DynamicMeshEditor.h
Splits bowties attached to any of the given triangles, and updates (does not reset!) ResultOut with any added vertices
void SplitBowtiesAtTriangles ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TriangleIDs, [FDynamicMeshEditResult](API\Runtime\GeometryCore\FDynamicMeshEditResult) & ResultOut )